Eador. MotBW — Small achievement fix

January 31, 2018  |  Eador, Эадор  |  1 Comment

Hi everyone,

Just wanted to let you know that we’ve updated Eador. Masters of the Broken World with a small patch, in order to fix problems with synchronization of achievements.


That’s about it, so keep on achieving!

Eador. Imperium — Update notes (January 17)

January 17, 2018  |  Eador, Эадор  |  4 Comments

Hi everyone,

Hope you rested well! We did and we’re ready to deploy a new update for Imperium.


Update notes 2.72.1:


– Improved AI army recruitment logic.
– Added ability to quickly change items on the occupied inventory slots by ctrl-clicking.
– Recruitment mode selection tools now cycle in both directions.
– Added new hero classes to the Arena.
– Added the tool to enable recruitment of local troops in the provinces to the map editor.


– Fixed behavior of the Crystal quests concerning new units.
– Fixed an error with refreshing the value of the hero’s current HP when equipping items changing his total HP value.
– Fixed an error with using the “repair all” function while damaged items are present in the treasury.
– Fixed an error with the hero’s custom name being reset upon importing him to the next map in the sandbox mode.

Hotfix 2.72.2:

– Fixed an error with missing effect from medals in battles.
– Fixed an error with units unable to level up.

Eador. Imperium — Update notes (December 28)

December 28, 2017  |  Eador, Эадор  |  3 Comments

Hi everyone,

New patch is now available for download, fixing the errors caused by the latest update.


Update notes 2.71.1:


– Fixed an error in AI spell targeting routine.
– Restored the hero’s backpack in the library mode. You can now learn spells from scrolls not only from the hero overview screen.
– Fixed an error causing rare crashes on certain configurations during interactions with library and hero overview UI.
– Fixed an error with two-handed weapons disappearing from treasury when ctrl-clicked.
– Fixed an error with wrong calculation of dynamic guard upkeep costs on the statistics screen.
– Fixed an error with wrong calculation of karma on the statistics screen.
– “Rename hero” button did not work, fixed.
– Fixed an error with switching the working mode of drop/sell item icon while inside the site-stores.
– Lizardmen priests can now learn to cast Bless and Curse spells as their description implied.
– Fixed an error with the Sentinel hero animation when his Trampling activates as a result of using Round Attack.
– The Pilot hero can no longer hire troops while in flight.
– The heroes can now trade equipped items without having to move them into their backpacks first.
– Fixed an error allowing to equip a two-handed weapon and a shield.

Hotfix 2.71.2:

– Fixed inability to hire guards for provinces.

Eador. Imperium — New unit hiring + Update Notes (December 21)

December 21, 2017  |  Eador, Эадор  |  6 Comments

Hi everyone,

And happy holidays!


Today we’re releasing a new update for Imperium. It not only fixes some bugs, it also changes the gameplay. And we’re confident it’s for the better.

Here’s some background for the decision making in this update. Eador always had a lot of units, and with Imperium that number only increased. The only problem with this was that you could mainly hire new units only through sites. This could greatly decrease tactical possibilities for a player: usually, you decide what kind of army you want to have very early in the game. Dwarven tanks or centaurs were often an element of pure randomness, rather than a conscious calculation. Not to mention the fact that upgraded halflings or goblins is something that almost never happens at your will.

With this update 22 new units now appear at the castle, and further building construction will provide you with even more unit variation. Newer units are tied to Temple building and Foreign Quarter.

Mostly, we moved the allied fighter units, who were previously available only after unit upgrades or in sites.

But we couldn’t just take and move twenty something units into Warriors Quarter, so we also change the whole design for unit hiring. Here’s what you can do now after the update:

  • Hire units for your garrison
  • Hire units for your hero’s army
  • Exchange units between the garrison and your hero’s army


So now you can hire units for all of your heroes without switching over to the strategic map — just click the arrows near the hero’s name. And if you need advanced troops of dwarves or centaurs, there’s no need to quit to the map, enter a site and hope that this particular time you’ll get lucky with a tank waiting for you there.

With this update we want to reduce the element of randomness, which is always healthy for a strategy game (this is our firm belief).

Additionally, we’ve read through your comments to the last update, where you listed some of the more annoying bugs. It looks like we managed to deal with them — the full patch notes list is below.

Update notes 2.66.1:


– We have fully redesigned the troop recruitment interface. One of the exciting side effects is that we are no longer limited to 12 units on the recruitment screen. Taking advantage of this, we have moved a portion of troops hitherto available only in special sites to the regular recruitment mode. From now on, the advanced troops of demihuman allies can be hired as you build up the foreign quarter, and dwarven and elven troops associated with Temples of Gorbardin and Sylvana are unlocked as you upgrade these temples. Few other troops were also made easier to recruit.
– Another consequence of the new recruitment screen is the ability to add unique local troops to provinces, troops not tied to the castle nor requiring fortifications to be present. This functionality has been attached to diplomatic annexation of provinces – now acquiring a province peacefully does not only reward you with a party of guards, but allows to hire a number of specific troops into your hero’s army as well.
– You can now use Ctrl-click to instantly move troops, items and spells between the right and the left panel of the recruitment, treasury & stores, and library screens.


– Item sets now provide their exclusive bonuses correctly.
– The Ballista can no longer try to attack in melee.
– Fixed an error causing the destroyed towers of a castle fully demolished during a siege still fire at the attackers during the assault.
– Fixed an error with calculation of income modified by buildings that increase it by a percentage of total treasury.
– Mass Insanity ritual can be cast on fortified provinces under siege no longer.
– The Succubi can now learn the Enslave Mind spellcasting ability starting with level 7.
– Lowered the probability for Fire Giants to appear in the Mercenary Guild site.
– Juggernaut is now available outside the “Epilogue” campaign. It can be hired at the Tower of Artifacts.


To learn new spells with the scrolls, you first need to enter your hero’s screen — click RMB on the hero’s portrait. Then drag the scroll into an empty spell slot. Of course, the province also needs to have library in it.

Blood & Gold — Zombies for Christmas

December 14, 2017  |  Blood & Gold  |  2 Comments

Hi everyone,

We’ve been quiet for a while, we admit. But today we have some news about Blood & Gold.


We tried to improve the game’s optimization. There are some positive results which will be included with today’s update.


The new update itself. It’s fixing a number of smaller bugs (maybe you noticed them, maybe not). Besides, the update includes a new little story campaign!



Invasion of the dead. We have a history with zombies in the Caribbean: we released Blood & Gold & Zombies update back in October and The Zombiest Adventures DLC. So we think going with zombies for third time will do just fine. After this — who knows? Maybe it’s time we explore Japanese pirate ninjas.

We hope this update will help everyone ease into the upcoming pre-Christmas turmoil. We’ve distanced ourselves from this questionable and unnerving tradition a long time ago — of course, we’re talking about thinking of new presents. What’s there to think about? You need to gift either good videogames or socks with silly rabbits or some expensive candy. All of this your friend or relative will find useful, or useful for their kids, nephews and so on. Certainly better than that Bluetooth steamer you wanted to gift your aunt Natasha.

Speaking of present, Blood & Gold will be at 80% discount on Steam for the next few days as well. Don’t miss out and happy holidays!

Eador. MotBW — Return of Multiplayer

November 21, 2017  |  Eador, Эадор  |  5 Comments

Hi everyone,

There’s been a lot of complaints regarding non-working multiplayer in Eador. MotBW, so it’s high time we address it and explain what’s going on with it.


First of all, the original netcode for the game’s MP was not very good, it could often lead to desync. We managed (hopefully) to rewrite and fix this part now. Secondly, we’ve been hacked, believe it or not. Perhaps, you remember the epidemic of the virus-cryptographer? Well, it got us too. We found ourselves in the shoes of a grandpa who pressed some button and and then had his screen full of naked ladies. All of the server’s data was encrypted and held hostage. But we don’t want to give money to terrorists, so just wiped out all our hard drives.

So what happens now? Today we’re releasing a new update for original MotBW, fixing multiplayer and improving the game’s stability in general. To play MP, you’ll need to register one more time — use your Steam/GOG key to do that. If you’re having problems with registering, write us to support@snowbirdgames.com, we’ll see what can be done.

The game’s netcode can be described by the term ‘legacy software’. This means that the functional is in there and it works, but works pretty bad. To completely rework it from the ground up is too expensive, to fix completely — impossible. We did rewrite a pretty big chunk of the code, as we already said. But unfortunately, we just can’t afford to rewrite the whole MP part of the game. So we ask you to understand any possible problems you may have with MP.

Eador. Imperium — Update notes (October 31)

October 31, 2017  |  Eador, Эадор  |  3 Comments

Hi everyone,

Small update today, to follow up the last week’s patch! A couple of improvements here and there as well, suggested in the support e-mail :)


Update notes 2.65.3:


– Added soundtrack to victory screen after completion of the Epilogue campaign.
– Frost furies now get “Fire arrows” upgrade instead of “Magic shot”.
– Sentinel hero now gains “Crippling blow” ability instead of “Magic strike” upon reaching level 10.
– Profit from buildings which increase income by the percentage of your total treasury is no longer capped at 500 gold.
– AI players set to Inactive no longer suffer from rebellions and random events capable of defeating them prematurely.
– In order to get “This is the end” achievement, you need to load an autosave from the ending of last mission of the Imperium campaign and repeat its final scenes.


– Provinces under siege no longer can have a rebellion.
– “Mass insanity” ritual no longer targets the player’s capital by mistake.
– Fixed an error with the “Aura of Healing” ability working twice per turn.
– Fixed an error with the Sentinel hero’s ranged attack value being displayed incorrectly.


Hotfix 2.65.4:

– Fixed an error with “Repair all” button being disabled when there are damaged items in the castle treasury.
– Fixed an error with wrong shop inventory at the “Knowledge store” special site.

UPD 2:

Hotfix 2.65.5:

– Fixed crashes upon finishing story campaign missions.

Eador. Imperium — Halloween + New campaign

October 26, 2017  |  Snowbird  |  9 Comments

Hi everyone,

Today we’re returning with a new update, that might even be called an expansion of sorts. We’ve seen a lot of posts saying “I’m ready to buy DLC for Imperium if you make it” — so here’s some new content coming your way.


We’re not selling it though. Why? This is an epilogue for the original story in Imperium, which was dramatic and even tragic at times. You may have heard of the professional term “Russian ending” — it was used in the era of silent films. As you’ll see, our taste didn’t change much since 1910s. We won’t spoil anything, just want to make a little statement — we think it’s a bit stupid and indecent to sell important pieces of a story. Halloween is coming, so this is a proper occasion for a new scary story campaign. Those who can beat it, will also see what new units we’re adding in November.

Of course, we don’t just want you to be scared to death. With the newest patch we’ve also included some general fixes and improvements for the game, which, now that we think of it, may sound even spookier. We’ll note here, just in case, that this is a small part of a larger update still being in the works. Don’t worry, that one is coming soon too!

The game itself will be selling at a 60% discount throughout the Steam Halloween sale.


Update notes 2.65.1:


– New “Epilogue” campaign.
– The “Imperium” campaign no longer requires completion of three previous campaigns to be unlocked.


– Fixed an error with the heroes’ ranged attacks.
– Fixed an error with the hero’s items being redistributed upon changing weapon to two-handed.
– Fixed an error in buildings browser in the construction mode.
– Fixed an error with summoning spells.
– Fixed an error with some scrolls in the loot needing repair.
– Fixed an error in interaction with a dwarven province in “Gold rush” Arena scenario.

Eador. Imperium — Patch status and evolution of DLC

October 16, 2017  |  Eador, Эадор  |  10 Comments

Hi everyone,

We got two topics for today. The first one is, of course, about the upcoming patch status. The work is still going, our Eador programmer is doing his best day and night. He’s lost his human form a long time ago, but now he seems to be gradually losing his communication skills as well — in the last few days he only talked to us with basically two phrases: “got any more Red Bull?” and “The patch is coming”.


So, it’s coming, but slowly. Why does it take so long for some of the updates to release? We talked about it before, but maybe it’s worth delving into again.

Eador is built on the engine that takes its roots from 2004. A dozen of programmers worked on this engine, without keeping any documentation at all. For the original team this choice of engine was justified in 2010 (it’s already been seven years, oh boy), when the work on Eador was just getting started. But, unfortunately, we can’t just drive back in time inside DeLorean and shout “Stop! We’re from the future! Just use Unity!”.

This is why it takes a lot of time in some cases. Right now we want to rework the hiring system: move unique units from sites right into the castle. So that after constructing something you could have access to “winter units” right from the garrison. In the process, it turns out that the entire drag-n-drop system is literally mined with errors, that, for some unknown reason, have not blown up yet. So we put this new functional away for a bit and start working on the basic functional — that is already present in the game from the player’s view. Only now it’s being written anew, clean and with no errors.

The second topic is a continuation from the comments to the previous post — sales and marketing strategy. Let’s take DLC, for example. For the most part, DLC in general can be dismissed at this point, it’s a relic from 2009. How many people who bought your game, will also purchase DLC for it? We can’t share our own numbers, but this is true for most cases — about 10-15% will buy good DLC. It makes sense to make DLC if the game sold around 1 million copies. Or at least 100 thousand. If it’s less than that, then it’s more about thanking the fans than a commercial project. Allied Forces DLC for original Eador. Masters of the Broken World came out in 2014, but the sales recouped its production budget only recently.

You could notice that DLC as small additions of new content is not really trendy these days. Some developers do still release them — for example, Paradox’s games receive tons of DLC, as their production is cheap, and the audience is gigantic. Also, today’s DLC is more about cosmetic items for successful online games like Rocket League or Rainbow Six: Siege. We’re not taking into account giant expansions for games like Dark Souls or The Witcher 3, which are called DLC by default as well.

What’s definitely trendy now though is lootboxes. These things are ethically ambiguous, and the psychological mechanism behind them has been known for the longest time — research on it is closer to the nature of drug addiction and gambling than narrative or strategic thinking, that much is clear. But lootboxes and their abuse in some cases did not just come out of nowhere: games are extremely expensive, income doesn’t get any higher, and the attention span of players is getting shorter with each day. If you follow the industry, we suggest reading the opinion of people from inXile (Wasteland) and Daedalic (Deponia) — it’s panic and horror all around, no one is sure that their company will still be alive by 2020.

However, we don’t want to make people feel bad for our studio with this post — we got no plans to launch Patreon or ask for donations. No plans to add lootboxes in Eador either (only if you really, really would want that yourself). We’d just like to take this opportunity to learn more about your opinion on this topic. How do you choose your new game nowadays? How many strategy games per year do you need? Do you read gaming press at all? And how did you end up with us? :)

Eador. Imperium — Response from Alexander the Developer

September 22, 2017  |  Eador, Эадор  |  17 Comments

Hi everyone,

We got a number of questions directed to Alexander the Developer on our Steam forum, so we decided to follow them up with some answers. Since Alexander himself will delve into philosophy, postmodernism and Keynesian economics in his response, we’d better start off with news about the upcoming update.

At the moment we’re working on the hiring UI, and in case with this engine it means changing some part of the groundwork without dismantling the house. Why we decided to change the UI is another story — we’ll try to get to it in a separate post. The basic idea is to move a part of the hiring from sites into the garrison, plus add unique garrison fortresses for provinces, which will enable hiring of special units. By the way, we already have two new units of the highest rank — right now we’re balancing them out.

Now to your questions, asked in this thread.


It should be noted that Alexander is extremely happy with the warmest community’s response to his in-game message. Over the summer the game’s rating went up from 56% to 83%! Such rating growth and very kind words do wonders to our morale. For this we thank you very much! On the other hand, a higher rating didn’t really help with the game’s sales…

Seven dollars. This is how much the project Eador. Imperium managed to earn on Steam on the 18th of September. And after Valve’s share and taxes, it’s even less than that.

This level of sales would means that either a person with a salary of 200 dollars a month will work on the game from this point (a person nearly impossible to find), or the project’s support is slowly put on hold.

So these are the options for now. How did we end up here? Let’s reflect on this a little bit.

Our tournament’s winner speedyappraisals: «I am confounded as to why this game has not sold more. Perhaps marketing, I don’t know because for game play and strategy I have yet to see a game that comes close.»

So there are different kind of marketing. For example, product marketing. We develop a game for some specific audience, and the game basically sells itself. Our sales tell us that either our audience didn’t really like our game (not reflected by the current Steam rating), or this audience is just too small. Or something went wrong with another type of marketing — promotion.

This is mostly about showing the complete product to the largest possible number of people. Luck and money are key factors here. You need a good budget to work with YouTube “influencers” — this implies a variety of possible cooperation. Or maybe you created a meme game, and the Internet will do the rest for you.

As a game, Eador is not really funny and can’t produce much hype. It’s quite slow, looks like Heroes of Might & Magic on screenshots, but is very different gameplay-wise. Of course, the project also had stability problems — this is the part where we complain about the game’s ancient engine we inherited and the old team’s management blunder.

Returning to our two options. To be honest, we don’t have a definite answer at this moment. Not sure what the best way to go about this is. So for the nearest future, we don’t plan any immediate changes in the support plan for the game — while we still can pay the bills. However, the decision will have to be made at some point.

If we are to stick with Eador in the future, maybe in the form of a new a completely reworked game — how do you imagine it to be? More of HoMM, more of Civilization or Crusader Kings, perhaps? Let us know.